an evil robe of the archmagi, a headband of vast intelligence +6, a ring of wizardry II, and a cape of the mountebank.

The bulk of the journal catalogs Vraxeris’s studies and the development of an improved version of clone that effectively granted him immortality. The drawback was that each time he switched bodies, he lost a portion ofhis own knowledge and experience, forcing himself to relearn much with each incarnation. At several points in the book, he also speaks of how with each new clone, the debilitating dementia that lurks at the end of his life manifests a little sooner-with each new body, his effective lifespan shrank. It seems obvious that the dementia finally struck soon enough to prevent him from creating a new clone, and thus finally, death claimed him. A wizard could use the journal to rebuild Vraxeris’s version of improved clone, but the research for creating this powerful 9th-level spell is particularly onerous and would itself consume most of a lifetime. Nevertheless, the journal is worth 15,000 gp for this information alone, and if word of its contents were to spread, all manner of unscrupulous wizards would doubtless do much to claim it by more violent means.

The four incense burners are minor magical devices that never go out or run out of fuel; they can be commanded to emit any number of pleasant and mildly narcotic scents. Each is worth 500 gp.
masterwork ranseur, belt of mighty constitution +2, bracers of armor +3, jewelry worth 8,000 gp

TREASURE: A DC 20 Perception check reveals something hidden under the southernmost bed: a handy haversack that contains a tome of understandinig +1, six potions of cure moderate wounds, a potion of remove disease, and a potion of remove paralysis.

TREASURE: Strewn about the chamber are a dozen exotic, bejeweled toys and devices of decidedly erotic natures that Delvahine uses in her debauches . The functions of some of the s e devices are salaciously obvious in some cases , but in others isn’t always clear at first glance. As a collection, they are worth 2,400 gp, but not all merchants would publicly admit to an interest in purchasing them, requiring the merchant to be helpful (or bluffed as to the true nature of the devices before they can be sold. In any event, any one of these toys works as a component for a runeforged weapon.

Dominant/Commanding (opposes transmutation) : A union
of enchantment and illusion magic, a dominant weapon functions
as a bane weapon against transmuters and against creatures with
the shapechanger subtype. As long as the weapon is carried, it can
absorb up to three harmful transmutation effects (such as baleful
polymorph or petrification) inflicted on the wielder per day

TREASURE: Both of the golem’s eyes are valuable gemstones-the left is a diamond worth 5,000 gp, while the right is in fact a gem of brightness (13 charges; the golem cannot use this item).

The weapons embedded in the walls include two +1 greatswords, two +1 ranseurs, and two +1 long swords. Each of them glows continuously, providing light equal to a torch. The weapons may be removed with a stone shape spell, excavation, or a DC 30 Strength check.

TREASURE: The sarcophagus itself is only gold plated­ with 8 hours of work, a dedicated thief can scrape 800 gp of gold off the stone. Of greater value are the two star sapphire eyes (each worth 1,000 gp) and the dozen amethyst grapes (each worth 300 gp). The wine stored in the alcoves remains delicious to this day, preserved by Runeforge’s aura. In all, there are 68 bottles in this room, each of which is worth 100 gp-and each of which could serve as components to make gluttonous runiforged weapons.

TREASURE: The surgical equipment here was created from silver jewelry and decorations looted from nearby crypts viafabricate spells. The entire collection in this room is worth 1,200 gp.

TREASURE: One of the sarcophagi contains 11 spellbooks Azaven has claimed from enemies and fallen allies. Each of these spellbooks bears the occasional notation written in Thassilonian, but the actual spells within-a wide range of 1st- to 8th-level spells-can be identified as normal. All of the spells Azaven has prepared can be found among these aged tomes, as can any other potent or rare spell you wish to include in the campaign. The second coffin contains 7,000 gp in mixed jewels, gems, and fine linens Azaven stores for fabricate spells, an eversmokinig bottle, a golembane scarab, and all of the lich’s personal spellbooks.

TREASURE: This massive pile of treasure consists of 39,500cp, 9,410 sp, 3,500 gp, and 250 pp. Mixed in with the coins are tapestries, small items of furniture made of precious woods, delicate pieces of jewelry and fine works of art, silverware and candelabras, six everburning torches, and several decorative boxes spilling pieces ofjewelry worth an additional 16,000gp in all. Buried in the coins is a quiver of 14 masterwork arrows and two greater dragon slaying arrows, a belt of giant strength +4, a teak box holding a felt cushion with six round depressions each containing a thunderstone, an ivory set of lesser bracers of archery, a +3 dark wood buckler carved with the symbol of Kyonin on its face, a chime of opening (5 charges), a cloak of resistance +3, a flametounge, a masterwork suit of full plate decorated with onyx ravens perched on the shoulders (each raven is worth 200 gp), a suit of +3 half- plate with a wolf motif, 6 vials of frozen holy water, a pearl of power (1st-level spell), , 2 potions of resist energy 20 (cold), two Small +1 mithral shirts, a scroll of globe of invulnerability, a scroll of heal, a scroll of remove blindness/deafness, a wand of bear’s endurance (38 charges), a wand of cure light wounds (46 charges), a wand of magic missile (CL 5th, 8 charges), and a +1 adamantine warhammer.

AURA: MODERATETRANSMUTATION [EVIL]
CL 11PRICE 22,375 GPWEIGHT 8 LBS
The blade of this brutal-looking falchion is serrated, forming the fangs of the stylized etching of a jackal’s profile on the shimmering metal. Such weapons are fashioned in honor of Lamashtu and are favored by her most powerful cultists as weapons not only for battle, but also for sacrifice.
A fanged falchion is a + 1 unholy falchion and wounds caused by the weapon’s serrated edge are horrifically ragged and bleed profusely. Whenever a fanged falchion’s wielder scores a successful critical hit with it, the sword’s blade animates and “chews” at its victim. In addition to doing damage for the critical hit, this horrific chewing deals 2 points of Constitution damage and stuns the victim for 1 round (Fort DC 15 negates). Creatures immune to critical hits are immune to this Constitution damage and the stun effect.

The first revelation quills were created by the followers of the Peacock Spirit. Since the fall of Thassilon, the method for creating them has been lost. The few revelation quills that
remain today continue to function, drawing their revelations, it is said, from the Peacock Spirit itself. The quill is fashioned from a peacock’s tail feather. Its nib is made of bone, and when held in one’s hand, the quill seems strangely heavy. If placed in an empty vial or other glass container of similar size and left there for an hour, a revelation quill fills that
container with ink. The ink created is of a random color 50% of the time, otherwise the ink is black. While a revelation quill can certainly function as a standard writing implement, its true strength lies in its ability to answer questions. Once per day, if the user concentrates on a specific future goal, event, or activity occurring within the coming week, the revelation
quill takes over and writes out a short phrase in response, often in the form of a cryptic rhyme or omen, much in the same way the divination spell functions. Once per week, the user may use the quill in the same way to cast contact other plane instead, asking up to 10 questions of the mysterious intellect that guides the revelation quill.

The scribbles on the wall ofthis room contain more than merely invocations to Lamashtu-they consist of notes the Scribbler has taken regarding the state of the world beyond, as reported to him by the various spirits and outsiders he’s conjured, as well as via commune, divination, and speak with dead spells that he cast on the dead body he keeps here. The notes impart a feeling of someone from out of time doing what he can to gather intelligence on a world that has moved on. Runeforge is mentioned several times-the Scribbler very much wants to send agents to the dungeon in order to gather supplies and raid it for magic items and texts, since he has grown convinced that the complex has long since been forgotten and abandoned. In particular, his notes speak of something called runeforged weapons­ items that the Scribbler believes could be quite useful against the runelords and their allies, yet the methods of creation of which seem to have been lost somewhere in Runeforge itself.

Karzoug was the Runelord of Greed. While he was, himself, an Azlanti human, he was a powerful man indeed—said to be the most gifted manipulator of Transmutation magic in all of Thassilon, and to have lived for hundreds of years. He ruled a region called Shalast, part of the ancient empire of Thassilon, over 10,000 years ago.

Karzoug’s armies were composed primarily of giants who followed his every command—the giants were ruled by towering monsters known as rune giants, who were themselves runelord pawns. Karzoug counted other powerful creatures as his allies as well, such as blue dragons, eerie denizens from the nightmare realm of Leng, blooddrinking outsiders known as scarlet walkers, and immense lamia harridans who towered over most giants.

Karzoug focused his magic on the school of transmutation, magic associated in Thassilonian times with the virtue of wealth. Under his reign, though, this virtue of rule became more associated with the sin of greed. Among the runelords, his mastery of greed magic was uncontested, yet in the schools of illusion and enchantment (related to the sins of pride and lust), his skills had atrophied greatly. Many believed that weapons infused with illusion and enchantment magic, known as “dominant weapons,” would be particularly potent against Karzoug, yet no record of someone attacking the runelord with such a weapon exists within the library.

Karzoug warred with his neighbors, but none more so than Alaznist, the Runelord of Wrath and ruler of Bakrakhan. Between their nations, along a ridge known as the Rasp, Karzoug built immense sentinel statues to watch over Bakrakhan, while Alaznist built towers called Hellfire Flumes to prevent Karzoug’s armies from invading. Citizens of both nations worried that the war between Karzoug and Alaznist would soon escalate to the point where they could bring about the end of the world.

kp 0
As Karzoug and Alaznist’s war intensified, and as wars between other runelords threatened more than just their armies, the runelords devised methods in which they could escape the world and enter a state of suspended animation, so they could ride out cataclysms. In theory, their surviving minions would then waken them to reclaim their empires once the cataclysms had ended.

Xin Shalast

Xin-Shalast is a legendary lost city, rumored to be hidden somewhere in the Kodar Mountains. Stories hold that Xin-Shalast had gold streets and gemstone buildings, and sat under the gaze of a mountain that could see.

Xin-Shalast was the capital city of an empire called Shalast, one of seven that composed the ancient empire of Thassilon. Legend holds that Xin-Shalast lay at the headwaters of the sacred River Avah—which Varisian folklore says leads to an earthly paradise sacred to Desna. Unfortunately, no record of where this river may have once flowed exists today, and most scholars believe the river itself to have been destroyed during Earthfall.

In the final centuries before Earthfall ended Thassilon, Xin-Shalast was ruled by Runelord Karzoug, one of the lords of the Thassilonian Empire. The primary architects of the immense city were tribes of giants, themselves ruled by powerful beings known as rune giants.

The Spires of Xin-Shalast stand upon the mythical mountain of Mhar Massif. This mountain of legendary proportions pierces the skies above the Kodars, and is said to be the highest peak in the entire range of stupendously inhospitable mountains.

Mhar Massif is said to serve as a bridge to strange realms beyond Golarion—notably, to the nightmare dimension of Leng. The connections with the nightmare realm of Leng were said to have infused the region around the peak of Mhar Massif with dangerous eldritch and otherworldly energies.

Since the reader does not need to sleep while in the Therassic Library, they will not notice the effects of a failed save until after leaving the library. The clockwork librarian has read this book, but is unaware of this trap because it is immune to mind-affecting effects and does not sleep.

Runeforge

Runeforge was created as a place where agents of the seven runelords could gather to study magic.

The runelords wove wards around Runeforge that barred entrance into the complex to any runelord or his direct agents, in order to keep the research within free from sabotage at the hands of an enemy.

Runeforge’s magical enhancements sustained those within without the need to eat, drink, or even sleep.

The final project the runelords set Runeforge on was the development of ways the runelords could escape the imminent fall of their empire. Each faction developed a unique answer for its runelord, based upon the underlying principles of that faction’s magical traditions.

Translated from Thassilonian among the ravings about Lamashtu:

ON EASTERNSHORES OF STEAMINGMIRROR AT END OF DAYWHENDUSK IS NEARERWHERESEVENFACESSILENTWAITENCIRCLEDGUARDS AT RUNEFORGEGATE.

Combat Gear +1 turtle shell of light fortification*, +1 huge unholy heavy flail, 2 potions of cure serious wounds; Other Gear wooden holy symbol *The runes of the magic are inscribed on the prophet’s natural turtle shell and keep their power even if the shell is removed from his body

A DC 25 Knowledge (nobility) check reveals that the crown is in fact the Lost Crown of the Pallgreves clan, one of the oldest noble families of Janderhoff The dwarves would gladly pay 10,000 gp for its return.

Huge spear
Hide-scraping and leather-working tools
Huge Hide armor

2x Large hide armor, greatclub

Although a carpet of coins covers the innermost section of Longtooth’s cave, most of these coins are copper pieces. In all, the coins consist of 360,055 cp, 23,145 sp, 3.403 gp, and 23 pp. In addition, the collection of treasure includes several gemstones: a water opal worth 1,ooo gp, a rich blue diamond worth 1,6oo gp, and a black opal worth 8,ooo gp are Longtooth’s favorites , though there are 53 additional gems worth a total of 3,500 gp. A fine linen tapestry depicting monks sparring in a courtyard is rolled up and leans against the wall-this tapestry weighs 50 pounds but is worth 6oo gp. Finally, a set of solid silver idols sits on a ledge on the innermost wall. These idols are each worth 6oogp-they depict a wyvern with a human rider, a human warrior trampling a demon underfoot, a centaur dressed

in plate mail armor, and a leaping fish with a wide mouth filled with teeth. A sixth idol is in fact made of platinum. It depicts a robed figure coverd in thassalonian runes, and is worth 5,000 gp.
Gear amulet of mighty fists + 1 , gold-and-amber ring (worth 500 gp), silver armband (worth 2,500 gp)

The scroll tube is made of adamantine and is cleverly locked by a series of interconnected spinning discs that function almost like a combination lock.
The Runes are Thassilonian

Galenmir’s wealth is mostly invested in his gear, but he also has an impressive collection of scalps and war trophies, including the preserved head of a frost giant jarl, the beards of 100 dwarves (each neatly bundled and secured with a silver ring worth 10 gp), part of a marsh giant’s grossly elastic but impressively tattooed hide, and bits ofbroken and dented breastplates from the plate armor of a dozen different warriors (worth 20 gp each). Galenmir’s favorite collection is a neatly sorted grouping of 33 shields, each marked with the name of a human, elf, or dwarf hero Galenmir defeated in combat.

one of the shields belonged to Anstan Jeggare, an exiled bastard from the affluent Jeggare family of Korvosa. This shield alone is magical +1 arrow catching heavy steel shield.

Each disgusting guard carries a bag of filthy, troll-groped treasure at his belt-payment from Mokmurian for his work here. Hurek’s bag contains a large collection of colorful, striped, shiny, but ultimately worthless stones weighing 100 pounds in all. Without a DC 15 Appraise check to note the differences, the stones could easily be mistaken for valuable agate, onyx, and mithral ore of various kinds. Durek carries the real treasure-assorted bits of armor and helmets and a dire bear skull. The armor includes a suit of Small half ­plate, a masterwork breastplate, six chain shirts, and a +1 ghost touch gauntlet. Unknown to either troll, one ofthe chain shirts has a hidden pouch in its lining that can be found with a DC 30 Perception check-it contains an air elemental gem.
+1 large full plate, runechill hatchets (2)

Runefrost hatchets are sized for Large creatures, but resizes so it can be wielded by Medium creatures as battleaxes or Small creatures as greataxes. Their blades are jagged and carved with ancient runes, and the weapons always feel cold to the touch. A runefrost hatchet otherwise functions as a 1 battleaxe, but once per day as a free action, its wielder can cause the runes on the blade to flare up with flickering cold blue light. For the next 5 rounds, the axe deals an additional +1d6 points of negative energy damage on a hit. Any creature that takes any amount of this additional negative energy damage must also succeed at a DC 12 Fortitude save or take 1 point of Strength damage. An undead creature struck by a runefrost hatchet does not gain this negative energy as healing, but instead must make a DC 12 Will saving throw or flee as if panicked for 1d45 rounds.

CONSTRUCTIONREQUIREMENTS

Craft Magic Arms and Armor, chill touch; Cost 2,812 gp

Apart from his impressive collection of books on spellcraft and all of the spell components and laboratory equipment scattered throughout the room (which is worth a collected total of 1,500 gp, but weighs several hundred pounds), the chest under his desk contains the bulk of his remaining wealth, including 12,000 gp, 1,100 pp, an amber and sapphire necklace worth 4,000 gp, a set of ivory runestones worth 1,400 gp, and a scroll of contact other plane.

This +2 heavy steel shield is fashioned to appear to be a roaring lion’s head. Three times per day as a free action, the lion’s head can be commanded to attack (independently of the shield wearer), biting with the wielder’s base attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 points of damage. This attack is in addition to any actions performed by the wielder.

This +1 full plate is decorated with a wave and fish motif and often has tiny fins and scales worked into the design. Although the armor remains as heavy and bulky as normal full plate, the wearer of plate armor of the deep is treated as unarmored for purposes of Swim checks. The wearer can breathe underwater and can converse with any water-breathing creature with a language.

Treasure: The following items can be found lying on the table:
• 3 scrolls of summon monster II
• 2 potion of water breathing
• 250 gp worth of various spell, scroll and potion components
• The lungs and wind pipe of a human, a demon, a high, an aquatic elf and a dryad
• The fins of a various fishes and a sahuagin, and a snake

Shillelagh Staff
Aura faint transmutation; CL 3rd
Slot weapon; Price 8,300 gp; Weight X lb.DESCRIPTION
This simple-looking 1 quarterstaff is a weapon favored
by elven druids, rangers, and monks everywhere. This
masterwork oaken quarterstaff can be activated three times
per day by speaking the command phrase “death to the
enemies of nature!” which causes the staff to glow with
green light and grow leaves. While so enchanted it inflicts
2d61 points of damage and counts as magic weapon for
causes of overcoming damage reduction for three minutes.CONSTRUCTION
Requirements Craft Arms and armor, shillelagh; Cost
4,300 gp

The heroes managed to fend off the ghoulish attack – finding that one of these ghouls was in fact a more powerful version – a Ghast! Rod’s horse died under the onslaught from the ghast and was nearly killed himself – however the party was able to save him. Kensington found his efforts particularly hampered as his faithful mount refused to charge the undead monstrosity.

Searching the farmhouse they found another body with a star carved into it’s chest – and another note left for Tyrek.

They also found an iron key on the Ghast’s chest – with the Foxglove family seal on it. Under a floorboard in the bedroom of the farmhouse they found a wooden coffer with 34 leather pouches – each holding 100sp.

Deciding the clean up the rest of the farmland they did a sweep of the cornfields finding more ghouls dressed up as scarecrows – killing each as they came upon it the made a horrible discovery – one of the scarecrows was in fact Lettie Guffmin – still alive – or she was until the party peppered her with arrows ending her life. Being more careful they found one other survivor – a boy named Horran – having no resources to save the boy ready they took him to Father Zantus in Sandpoint to try to cure the ghoul fever. Kwame made sure to mention that the party was very sorry for killing the boys mother – at the news Father Zantus stood in shock unsure what to say, the party departed before hearing what he might have said.

Heading back to Foxglove manor the party was able to enter the house using the key they had found on the Ghast – fearing the worst they entered cautiously. They found the manor in bad shape – mold growing everywhere – dust covering most surfaces. Some of the party heard faint crying coming from up the stairs – prompting Tyrek to rush up the stairs to the second level – and that’s where we ended the session.

The party finished at Habe’s and started back to Sandpoint when they noticed something flying over their heads. At this point they spotted a Giant Locust that was circling above them – descending rapidly. Once the Locust landed they were assaulted by the plants themselves as the ground sprouted around them and attempted to hold them fast.

At that point it was relieved that a Buckawn was attempting to entangle them – and then where there was one – there were two….

The party had a vicious battle which found a Druid of Ghlaunder who seemed to be leading the fae and insect against them. A tattered note half burned was found among his belongings – it was written in a language that Kwame had never seen before.

After heading back to town the party decided to avoid telling more than needed when relating the fight at the sanitarium to the sheriff. They stood with mouths agape when Kwame proceeded to proclaim every detail of what happened – the sheriff was stunned – but seemed to hear the news about a necromancer and experiments which (thankfully to the party) stood out in his mind.

They sold and bought items – then retired for the evening.

The next day they planned to head out to ‘The Misgivings’ to investigate if it had anything to do with Grayst Sevilla’s ramblings. On the way out of the city they ran into Farmer Grump who was pleading with a guard to do something about the ‘walking scarecrows’. After mentioning that they had eaten someones Dog Kensington decided that they would look into the matter.

The party agreed to investigate and went to check on these ‘scarecrows’ – what they found were ghouls – tied to the stakes. Heading towards the farm they found a barn with the remains of people, livestock, and dogs – heading towards the farmhouse Rodmin Quicksilver and Krugga decided to circle around the place – when they got to the back door it burst open and more ghouls ran out and started attacking.

Rod managed to get off his horse before they viciously cut it down and started to feed on it. He was also paralyzed when struck – and is in grave peril. The rest of the party recovered from the shock and were heading to help him when we had to end the session.

The almost Ghoul – Grayst Sevilla pointed at Tyrek Ironhelm – his eyes bulging out of his head – his muscles straining against the straight jacket….

“He said… he said you would visit me. His Lordship. The one that unmade me said so. He has a place for you. A precious place. I’m so Jealous. he has a message for you. He made me remember it…. I hope I haven’t forgotten… the master wouldn’t approve if I forgot. Let me see…. let … me…. see…. He said that if you came to his Misgivings, that if you joined his Pack, he would end his harvest in. YOUR. HONOR.”

And with that he promptly bit his tongue off and started to have a seizure.

At this point Krugga decided that anything turning into an undead was not fit to live and pulled an arrow and shot Grayst. Erin Habe screamed and his orderlies attempted to stop Krugga – this went on for several minutes until someone attempted to touch Habe at which point he drew a dagger – this caused the orderlies to draw their short swords.

Chaos reigned as the orderlies tried to grapple Krugga and everyone was trying to avert a bad situation – and then the door to the basement opened and 4 Zombies came out into the room. They were followed by a fat balding man named Caizarlu Zerren who started to cast spells – The very first thing he did was create a cloud of stinking gas in the middle of the room – while some managed to stay alert immediately everyone but Kwame the Conjure-Man started to retch.

Kwame stepped out and began a marvelous duel with the opposing wizard – which ended in Caizarlu’s death.

The party – recovered from the noxious gas – then put a sword through everyone else.

Investigating the sanatorium they found the necromancers lab – in which he seemed to be researching how to trace a ghoul’s lineage to it’s creator even through several generations. He also had notes indicating ‘ghoulish activity’ in the Foxriver farmlands.

The party also found several other patients – a wererat – and two very old men who were not coherent.

At the top of the building they discovered an operating room – which was used for operations much more sever and intrusive than anything a Sanitorium would need.

The party worked on the clues given by Grayst – and they were able to recall that Aldern Foxglove’s ancestral manor is called the Misgivings by local residents – due to it’s run of bad luck – there was a fire around 20 years ago and Aldern’s parents died – Aldern was then sent off to Korvosa for education – however the manor still stands.

After examining the barn where the first murders occurred – they returned to the jail to interview the people in lockup.

First they grilled Ven Vinder – who’s temper regarding the love lives of his daughters is a local legend. They asked him many questions – learning that he didn’t know about his daughters affair and was home during the murders. They also learned that Ven thinks the only people capable of this kind of violence locally are the Scarnetti’s.

They then talked to Ibor Thorn. Ibor was highly upset about finding the bodies at the lumber mill. From Ibor they learned that Harker had been scimming money from the mill and cooking the books. A mill owned by the Scarnetti family. They also were able to recall the local rumors about competing mills from around the area burning down mysteriously – none of them Scarnetti owned. Ibor was taking a walk when the murders happened – he recalled seeing Jesk “Cracktooth” Berinni on his walk.

The party is informed by Belor Hemlock that Ven’s alibi was confirmed by his wife and he was to be released. They then went around to different places in Sandpoint.

Cyrdrak Drokkus was happy to entertain Tyrek Ironhelm although he could not recall hearing of any recent exploits. He did invite Tyrek to the play that evening.

Brodert Quink was able to provide much information about the rune carved onto the chests of the victims. The “Sihedron Rune” was most likely the most important rune in Thassilon. the star itself signifies not only the seven virtues of rule (generally agreed among scholars to have been wealth, fertility, honest pride, abundance, eger striving, righteous anger, and rest) but also the seven schools of magic recognized by Thassilon (divination magic, was not held in high regard). Much of what is understood about Thassilon indicates it’s leaders were far from virtuous, and he believes the classic mortal sins (greed, lust, pride, gluttony, evny, wrath, and sloth) rose from corruptions of the Thassilonian virtues of rule. The rune was certainly a symbol of power, one that may well have stood for and symbolized the empire itself. The fact that the killer carved it into the flesh of his victims might point to the fact that the murderer is some sort of scholar – although Brodert was quick to proclaim his own innocence.

Early the next morning Tyrek mentioned that it looked like his jug was missing and he suspected Bethana Corwin of having taken it. Without proof he didn’t want to make a public accusation. Rodmin Quicksilver completed some alchemical experiments on samples he took from the victims and found no traces of poison in their systems – he also confirmed the gore on the axe was once human.

Traveling on horse (and dog) back the party then made their way to Habe’s Sanitorium. There they met Erin Habe who agreed to let them interview Grayst Sevilla.

Grayst was at first almost non-commital when asked questions however once he heard Tyrek speak up his eyes bulged and he started to babble…

“He said. He said you would visit me. His Lordship.
The one that unmade me said so. He has a place
for you. A precious place. I’m so jealous. He has
a message for you. He made me remember it. I
hope I haven’t forgotten. The master wouldn’t
approve if I forgot. Let me see … let … me … see … "

The party begins to investigate a muder spree in the town of Sandpoint

3rd of Lamashan,

The party is met by Belor Hemlock who takes them aside and explains that a murder has occurred and the town would be grateful for the party’s assistance in trying to solve the mystery.

He says the following:

" First, let me thank you again for all you’ve done for Sandpoint. It’s fortunate you’ve proven yourselves so capable, because we’ve a problem I think you can help us with-a problem I wish I didn’t have to involve anyone with, but one that needs dealing with now before the situation grows worse." Put simply, we have a murderer in our midst one who, I fear, has only begun his work. Some of you doubtless remember the Late Unpleasantness, how this town nearly tore itself apart in fear as Chopper’s slayings went on unanswered. I’m afraid we might have something similar brewing now. " Last night, the murderer struck at the sawmill. There are two victims, and they’re … they’re in pretty gruesome shape. The bodies were discovered by one of the mill workers, a man named lbor Thorn, and by the time my men and I arrived on the scene, a crowd of curious gawkers had already sprung up.

I’ve got my men stationed there now, keeping the mill locked down, but the thing that bothers me isn’t the fact that we have two dead bodies inside. It’s the fact that this is actually the second set of murders we’ve had in the last few days. " I come to you for help in this matter-my men are good, but they are also green. They were barely able to handle themselves against the goblins, and what we’re facing now is an evil far worse than goblins. I need the help. But I’m afraid you’ll need the help too. You see, I’m afraid that this particular murderer knows one of you as well."

With this he hands the party a note,
The note is written in blood and inscribed on the outside it says…. “To Tyerk”

The Sheriff then goes on to detail the murders – the second one was at the lumber mill where Banny Harker and Katrine Vinder were murdered. The person that found them was Ibor Thorn – he is in lockup.

The first murders – were three local con men by the names of Tarch Mortwell, Lener Hask, and Gedwin Tabe. They were found when guards searched a barn outside of which a man named Grayst Sevilla was raving – quite mad and covered with blood. On the bodies the following note was found:
Grayst is currently being held at the local sanitarium.

Ven Vinder is also in lockup – having a local reputation for quite the temper and the fact that it was his daughter that was murdered – he is a natural suspect.

At the lumber mill the party discovered bare footprints in the gore – the body of Katrine who was mauled by a log splitter, and Harker’s body – hung from hooks on the wall and disfigured beyond belief. On Harker’s body was carved a symbol:
They also found an axe – reeking of carrion – Kwame was able to identify that the stench came from some kind of undead creature. Also Harker’s body had been mauled by something with claws in the shape of a human hand. Outside the mill the party was able to find muddy footprints that seem to come from the River onto the dock of the mill – Kruga was able to note that the footprints led to the wall of the mill where someone apparently scrambled up the wall and through a window at the top of the mill.

Investigating the bodies of the first murder the party found the same rune carved onto the chests of all three victims – they also noted the disfigurement of the bodies matched up with Harker.

Investigating the barn the party noted that there was a fight – and that the bodies were laid out side by side – and then butchered.

They have vanquished the Thistletop goblin tribe – laid waste to the goblin fortress so that it would take years for the goblins to rebuild. They have stopped a massive goblin raid that was due to attack the town of Sandpoint.

Our heroes are victorious. But at what cost?

A ranger missing.
A monk sent back to the order.
A dwarven barbarian possibly creating a new goblin religion.

A fallen companion.

Biru has fallen, crushed by a giant crab beneath Thistletop. Our heroes managed to get back to the town – arms full of treasure – and hearts full of sadness.

After a period of mourning the party placed a magical amulet on Biru’s body to preserve her in hopes that at some point they can afford to request magical healing. Because of the assistance to the town she has been placed inside the crypts of the Cathedral. Waiting for her return.

The party then retired to the Rusty Dragon Inn. They healed, they practiced, they sold loot and placed orders for new equipment.

One morning a knock on the door interrupts their breakfast – the Sheriff has asked them to accompany him. Curious the heroes ask what is the problem.

“There has been a murder, and one of your names is at the crime scene, – I can say no more until you see for yourselves.”

And that – my friends…. is where we left off – and where we shall pick up again!

Our heroes have taken the fight to Thistletop itself. After an initial scouting of the fortress the ranger Janos disappears mysteriously – leaving behind only a single glove as evidence. Upon trying to find a safe way through the hedge maze that is the entrance to the goblin fort – our nimble rogue is sighted by a group of miserable looking goblins that proceeded to chase her out of the thistlepatch.

After a brief fight where the heroes seemed to get the better of the (unarmed?) goblins (the remainder who still lived fled) the heroes decide to retreat to Sandpoint to restock and try again with a better strategy.

On the way back they are ambushed by Grogmurt and his animal companion – taking heavy losses and barely keeping upright the cat (with amazing ability to crit I might add) is engaged by the Elven ranger as she stepped in to help.

During the fight it appeared that Bjorn wandered off to commune with Mosswood, he has not been found.

Back in the city the party manages to sell some loot and purchase much needed healing potions to assist another attempt on the goblin fortress.

Making their way back into the Thistle maze they find no reinforcements – oddly the maze is very quiet – other than some scroungy goblin dogs that were tied up, no other activity seems to be happening.

They find a rope bridge and manage to notice it’s rigged to drop them into the sea below – and so avoid one potential hazard.

They finally make it to the island fort of the goblins – and hear what sounds like goblins on the far side of the island – however in front of them are doors which are not fully closed and curiosity gets the better of them. Entering the fort they find a room filled with ‘hunting trophies’ and do a check of the area – hearing activity behind several doors and wishing to avoid a fight they open the doors that seem silent.

Finding stairs they work their way down – and hear what sounds like giggles and grunts from a room to the south – making too much noise (dwarves tend to be not silent apparently) – the sounds stop – several moments later as the party waits to see what will happen they are attacked by a Bugbear.

After a fight with the Bugbear and some naked goblin females – they explore some more of the basement complex. They enter a chamber of torture with prison cells and find a Halfling who seems to have been taken captive. They rescue the halfling and after a bit more brashness from the dwarf open a temple complex only to see 2 floating dogs – quickly closing the door they retreat a short distance to be assaulted by an unearthly keening howl – two of the party start to flee in fear for their lives.

Amazingly the wizard manages to tackle Biru and keep her from running off – the halfling keeps going out open doors until he manages to shake the fear.

The dogs however attracted the attention of something else – they hear swearing and noises coming from another corridor – and prepare an ambush – but once again our dwarf is a bit too loud and the opportunity is ruined.

Biru opens the door only to be charged by a tall human fighter in heavy armor. He stabs our thief only to be promptly embarrassed by the wizard – who with a whispered incantation coats the floor he is standing on with grease – causing the man to fall. He is unable to get back up as the party beats him into submission – and he surrenders.

The party strips him and puts him in the prison they rescued the halfling from – and begins to question him about why he is here. He doesn’t seem to have many answers for them other than his employer – a white haired woman named Nualia. He doesn’t seem to associate with the goblins and apparently doesn’t enjoy the location – keeping much to his room unless needed. He apparently was working just for the money.

In it are a collection of ramblings describing an attack on Sandpoint – stealing a body – and a demon transformation.

What do our heroes do?FINDMOSSWOOD! … well among other things anyway!

To recap some of the information the party was able to track down:

[[Ameiko:ameiko-kaijitsu]] met them in the morning and the party learned that for the time being she has closed the Dragon to all but the party – as she is dealing with her grief. It is out of thanks and respect for her rescue that she is allowing the party to stay currently.

Ameiko seemed different now that her father is dead, and her brother betrayed her. She indicated that she heard of her brothers plans to attack the town and refused to be part of them – that’s when he attacked her (and the goblins showed up) – after that she wasn’t able to gather much information.

She did say that her brother alluded to not wanting to be in Sandpoint ‘in the next month’.

She did say that she had always gotten along well with her brother – and frequently visited him after he was sent away from the house due to family conflict. They would go see plays together and got along well. She hadn’t heard from him for about 5 years – after her mother died something between her father and her brother occurred and her brother left – and she hadn’t seen or heard from him until his letter.

She indicated the party would do her a great favor if they could ensure there is no more trouble in her glassworks and they were welcome to whatever they found as she wanted nothing to remind her of this ‘day of death’.

With that – Sandpoint’s newest noble left the party to do their own investigation.

[[Father Zantus:abstalar-zantus]] was able to say he had no knowledge of Malfeshnekor. He did impart a story of Father Tobyn the previous priest. The story of what had happened ‘five or six’ years ago when Sandpoint had a murder spree that claimed 26 lives including the previous sheriff (Avertin).

The killer was tracked down due to a blood stain that lead them to the house of Jervis Stoot. Father Zantus indicated that about a month after the killings were stopped Jervis’s house caught on fire and that started the fire that spread throughout the town – in turn burning down the old church including Father Tobyn and his daughter. He couldn’t remember much of the daughter.

Turandarok Academy was no help and appears to be a school/home for orphans.

The House of Blue Stones potentially has information – they admitted to having a library but it is sealed up for worshipers only.

The tunnel under standpoint:

This was investigated by Janos and Biru – they were able to find the end of the tunnel which was sealed in a secret door – this opened into a cavern along the shore of the bay. There was evidence of a large goblin force being here in the past – but nothing that looked recent.

Two other tunnels were discovered about 1/2 way through:

The first was previously bricked over but that had been removed – this one went about 50’ and turned – after the turn they heard noises as if a creature had a raspy breath – but they couldn’t see anything so they retreated and came back later – this time they heard nothing but didn’t go any further again.

The second went straight on for several hundred more feet that they could determine – the tunnel turned back into well cared for dirt with supports – and became slightly damp – however they also didn’t explore to any ‘end’ of the tunnel.

They secured the secret door at the cave with daggers.

Mosswood was found! This time replicas were being sold and upon investigation the vendor fled. Replica Mosswood pins were handed out to all the party!

Tyrek won the Hagfish drinking game! His name is forever immortalized in the beam at the Hagfish inn. He learned quite a bit about ‘old Murdermaw’. For more details you will need to ask him.

No further information was forthcomming about Malfeshnekor from the local [[Sage:brodert-quink]]. He was however able to identify Lamashtu as the mother of demons. He mentioned that she is worshiped by many monsters and a month is named after her. She is represented by a three eyed jackal and is very evil.

He also confirmed that there is no such thing as a ‘ritual to convert to a demon’ something like that would ‘require a deity to be involved as it would change the very essence of a soul’.

Bethana spoke with the group towards the end of the day – and recanted a slightly different version of the story about “the chopper” – she mentioned that Jervis Stoot was known throughout the town as a master craftsman and people took pride in having his work on their property. It was a shock to the town when it was reveled that he was the Chopper. She mentioned that Sheriff Hemlock was the one who found Jervis – and that his house didn’t cause the fire in Sandpoint – but the fire started about a month after his death.

She remembered Father Tobyn’s daughter – and gave her a name – Nualia. She said that she was rarely seen around town as her silver hair caused people to either mob her with requests for healing or throw stones at her. Everyone knew that she died the the fire with her Father. It was a terrible tragedy.

She also confirmed that Ameiko’s mother died the night of the Sandpoint fire.

She did say that no one knew what started the fire – rumors abound and many think it was a cow that knocked over a lantern.-——————————

Which story is correct? Did the sounds in the tunnel indicate a dragon was sleeping? Are there gems in the ruins of the ‘Chopper House?’ Will Mosswood grow sentience and speak to the party?

These questions and more will be answered in our next thrilling episode!

Janos investigated a local house at the request of a crying mother – and found a goblin stranded from the raid. The goblin had killed the family dog and was eating the father’s face when Janos found and exterminated the pest. The woman and her children are staying at the Temple until her relative from Magnimar can come and help her.

The party made it back to town after having an interesting encounter with something in the woods that was flinging ‘poo’ at them with a catapult.

Back in town the party was recruited by the Sheriff to take a more active role in guarding the town until he could return – he went on to explain that given the goblin activity he was taking a sizable force and heading to Magnimar for reinforcements. The mayor deputized our heroes and they created a plan to patrol the town.

A few days after the sheriff left – Bethana came to the heroes in tears explaining that Ameiko was missing and she found a letter in her room that indicated possible foul play – the letter was written in Mankai but Bethana knew enough (after being tutored by Ameiko) to translate – it indicated that Ameiko was to meet her brother at the glassworks.

The heroes went to the glassworks and found the building locked up tight – all the shades were drawn although the furnace was still in operation – after doing some scouting Janos heard the sounds of goblins through the rear of the building and was able to pick the lock to the rear entrance.

The party crept into the rear of the glassworks and Janos went forward to a grizzly sight – the goblins had slaughtered the workers and were playing games with the bodies. A single body was still intact – in fact it was covered up to it’s neck in a solid block of glass!

Janos drew and fired – a melee ensued which found our Monk almost dragged into the furnace. While this was going on Bjorn was at the front entrance causing a riot trying to break down the door.

After chasing the goblins into the basement – they found a half elf who attacked them without a single word exchanged – he still had one of the goblins from the previous fight that had run away with him and the goblin was obviously obeying his orders.

One after another the heroes were brought down – spells seemed to have no effect on this half elf as he moved with grace and was able to avoid many of the attacks sent at him. After several tense moments the party was able to get him surrounded in a narrow hallway – and that turned the tables as the heroes had the advantage of numbers on their side and finally took him down.

They discovered a journal on him – as well as some magical items. They also found a tunnel under the glassworks that had obvious goblin tracks in it.

After securing the entrance to the tunnel – resolving to rest after such a large battle before continuing on – the heroes retired for the evening. Reflection on the prior weeks events found the heroes increasing in power.

At The Feathered Serpent Kwame purchased a waterproof bag. At Savah’s Armory Tyrek purchased a new set of armor with armor spikes – this wouldn’t be ready for 2 days. At The Way North the party purchased a map of the surrounding area.

Soon after shopping the party went out looking for Janos and goblins – they followed the road up until the Tors hills – at which point they followed a lesser trail along the Tors until they reached the river. It was at this point they were attacked by a swarm of rats!

Soonafter the party encountered a strange set of hoofprints burned into the riverbank – while trying to determine what caused them a scream shattered the air and cause a moment of panic as they had to get the horses and ponies under control. They didn’t find any other traces of whatever made the burned hoofprints.

They continued to the east/southeast until they came to a pond – along the shore was a small shack that was in decent shape – upon entering they found it had nothing but a dirt floor and no furniture. Biru’s hair seemed brighter inside the hut – otherwise the party noticed a smell of ‘grass after a rain’.

It is the 4th of Rova – the party has traveled around 6 miles from the town – and it’s around 2:30 PM – and that is where we ended.